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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /dom/gamepad/GamepadManager.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
download | UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.gz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.lz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.xz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.zip |
Add m-esr52 at 52.6.0
Diffstat (limited to 'dom/gamepad/GamepadManager.cpp')
-rw-r--r-- | dom/gamepad/GamepadManager.cpp | 699 |
1 files changed, 699 insertions, 0 deletions
diff --git a/dom/gamepad/GamepadManager.cpp b/dom/gamepad/GamepadManager.cpp new file mode 100644 index 000000000..dde71dd0a --- /dev/null +++ b/dom/gamepad/GamepadManager.cpp @@ -0,0 +1,699 @@ +/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ +/* vim: set ts=8 sts=2 et sw=2 tw=80: */ +/* This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this file, + * You can obtain one at http://mozilla.org/MPL/2.0/. */ + +#include "mozilla/dom/GamepadManager.h" + +#include "mozilla/dom/Gamepad.h" +#include "mozilla/dom/GamepadAxisMoveEvent.h" +#include "mozilla/dom/GamepadButtonEvent.h" +#include "mozilla/dom/GamepadEvent.h" +#include "mozilla/dom/GamepadEventChannelChild.h" +#include "mozilla/dom/GamepadMonitoring.h" + +#include "mozilla/ipc/BackgroundChild.h" +#include "mozilla/ipc/PBackgroundChild.h" +#include "mozilla/ClearOnShutdown.h" +#include "mozilla/Preferences.h" +#include "mozilla/StaticPtr.h" + +#include "nsAutoPtr.h" +#include "nsGlobalWindow.h" +#include "nsIDOMEvent.h" +#include "nsIDOMDocument.h" +#include "nsIDOMWindow.h" +#include "nsIObserver.h" +#include "nsIObserverService.h" +#include "nsIServiceManager.h" +#include "nsThreadUtils.h" +#include "VRManagerChild.h" +#include "mozilla/Services.h" +#include "mozilla/Unused.h" + +#include <cstddef> + +using namespace mozilla::ipc; + +namespace mozilla { +namespace dom { + +namespace { + +const char* kGamepadEnabledPref = "dom.gamepad.enabled"; +const char* kGamepadEventsEnabledPref = + "dom.gamepad.non_standard_events.enabled"; + +const nsTArray<RefPtr<nsGlobalWindow>>::index_type NoIndex = + nsTArray<RefPtr<nsGlobalWindow>>::NoIndex; + +bool sShutdown = false; + +StaticRefPtr<GamepadManager> gGamepadManagerSingleton; +const uint32_t VR_GAMEPAD_IDX_OFFSET = 0x01 << 16; + +} // namespace + +NS_IMPL_ISUPPORTS(GamepadManager, nsIObserver) + +GamepadManager::GamepadManager() + : mEnabled(false), + mNonstandardEventsEnabled(false), + mShuttingDown(false) +{} + +nsresult +GamepadManager::Init() +{ + mEnabled = IsAPIEnabled(); + mNonstandardEventsEnabled = + Preferences::GetBool(kGamepadEventsEnabledPref, false); + nsCOMPtr<nsIObserverService> observerService = + mozilla::services::GetObserverService(); + + if (NS_WARN_IF(!observerService)) { + return NS_ERROR_FAILURE; + } + + nsresult rv; + rv = observerService->AddObserver(this, + NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID, + false); + + if (NS_WARN_IF(NS_FAILED(rv))) { + return rv; + } + + return NS_OK; +} + +NS_IMETHODIMP +GamepadManager::Observe(nsISupports* aSubject, + const char* aTopic, + const char16_t* aData) +{ + nsCOMPtr<nsIObserverService> observerService = + mozilla::services::GetObserverService(); + if (observerService) { + observerService->RemoveObserver(this, NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID); + } + BeginShutdown(); + return NS_OK; +} + +void +GamepadManager::StopMonitoring() +{ + for (uint32_t i = 0; i < mChannelChildren.Length(); ++i) { + mChannelChildren[i]->SendGamepadListenerRemoved(); + } + mChannelChildren.Clear(); + mGamepads.Clear(); + +#if defined(XP_WIN) || defined(XP_MACOSX) || defined(XP_LINUX) + mVRChannelChild = gfx::VRManagerChild::Get(); + mVRChannelChild->SendControllerListenerRemoved(); +#endif +} + +void +GamepadManager::BeginShutdown() +{ + mShuttingDown = true; + StopMonitoring(); + // Don't let windows call back to unregister during shutdown + for (uint32_t i = 0; i < mListeners.Length(); i++) { + mListeners[i]->SetHasGamepadEventListener(false); + } + mListeners.Clear(); + sShutdown = true; +} + +void +GamepadManager::AddListener(nsGlobalWindow* aWindow) +{ + MOZ_ASSERT(aWindow); + MOZ_ASSERT(aWindow->IsInnerWindow()); + MOZ_ASSERT(NS_IsMainThread()); + + if (!mEnabled || mShuttingDown) { + return; + } + + if (mListeners.IndexOf(aWindow) != NoIndex) { + return; // already exists + } + + mListeners.AppendElement(aWindow); + + // IPDL child has been created + if (!mChannelChildren.IsEmpty()) { + return; + } + + PBackgroundChild *actor = BackgroundChild::GetForCurrentThread(); + //Try to get the PBackground Child actor + if (actor) { + ActorCreated(actor); + } else { + Unused << BackgroundChild::GetOrCreateForCurrentThread(this); + } +} + +void +GamepadManager::RemoveListener(nsGlobalWindow* aWindow) +{ + MOZ_ASSERT(aWindow); + MOZ_ASSERT(aWindow->IsInnerWindow()); + + if (mShuttingDown) { + // Doesn't matter at this point. It's possible we're being called + // as a result of our own destructor here, so just bail out. + return; + } + + if (mListeners.IndexOf(aWindow) == NoIndex) { + return; // doesn't exist + } + + for (auto iter = mGamepads.Iter(); !iter.Done(); iter.Next()) { + aWindow->RemoveGamepad(iter.Key()); + } + + mListeners.RemoveElement(aWindow); + + if (mListeners.IsEmpty()) { + StopMonitoring(); + } +} + +already_AddRefed<Gamepad> +GamepadManager::GetGamepad(uint32_t aIndex) const +{ + RefPtr<Gamepad> gamepad; + if (mGamepads.Get(aIndex, getter_AddRefs(gamepad))) { + return gamepad.forget(); + } + + return nullptr; +} + +uint32_t GamepadManager::GetGamepadIndexWithServiceType(uint32_t aIndex, + GamepadServiceType aServiceType) +{ + uint32_t newIndex = 0; + + switch (aServiceType) { + case GamepadServiceType::Standard: + { + MOZ_ASSERT(aIndex <= VR_GAMEPAD_IDX_OFFSET); + newIndex = aIndex; + break; + } + case GamepadServiceType::VR: + { + newIndex = aIndex + VR_GAMEPAD_IDX_OFFSET; + break; + } + default: + MOZ_ASSERT(false); + break; + } + + return newIndex; +} + +void +GamepadManager::AddGamepad(uint32_t aIndex, + const nsAString& aId, + GamepadMappingType aMapping, + GamepadServiceType aServiceType, + uint32_t aNumButtons, + uint32_t aNumAxes) +{ + //TODO: bug 852258: get initial button/axis state + RefPtr<Gamepad> gamepad = + new Gamepad(nullptr, + aId, + 0, // index is set by global window + aMapping, + aNumButtons, + aNumAxes); + + uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType); + + // We store the gamepad related to its index given by the parent process, + // and no duplicate index is allowed. + MOZ_ASSERT(!mGamepads.Get(newIndex, nullptr)); + mGamepads.Put(newIndex, gamepad); + NewConnectionEvent(newIndex, true); +} + +void +GamepadManager::RemoveGamepad(uint32_t aIndex, GamepadServiceType aServiceType) +{ + uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType); + + RefPtr<Gamepad> gamepad = GetGamepad(newIndex); + if (!gamepad) { + NS_WARNING("Trying to delete gamepad with invalid index"); + return; + } + gamepad->SetConnected(false); + NewConnectionEvent(newIndex, false); + mGamepads.Remove(newIndex); +} + +void +GamepadManager::NewButtonEvent(uint32_t aIndex, GamepadServiceType aServiceType, + uint32_t aButton, bool aPressed, double aValue) +{ + if (mShuttingDown) { + return; + } + + uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType); + + RefPtr<Gamepad> gamepad = GetGamepad(newIndex); + if (!gamepad) { + return; + } + + gamepad->SetButton(aButton, aPressed, aValue); + + // Hold on to listeners in a separate array because firing events + // can mutate the mListeners array. + nsTArray<RefPtr<nsGlobalWindow>> listeners(mListeners); + MOZ_ASSERT(!listeners.IsEmpty()); + + for (uint32_t i = 0; i < listeners.Length(); i++) { + + MOZ_ASSERT(listeners[i]->IsInnerWindow()); + + // Only send events to non-background windows + if (!listeners[i]->AsInner()->IsCurrentInnerWindow() || + listeners[i]->GetOuterWindow()->IsBackground()) { + continue; + } + + bool firstTime = MaybeWindowHasSeenGamepad(listeners[i], newIndex); + + RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(newIndex); + if (listenerGamepad) { + listenerGamepad->SetButton(aButton, aPressed, aValue); + if (firstTime) { + FireConnectionEvent(listeners[i], listenerGamepad, true); + } + if (mNonstandardEventsEnabled) { + // Fire event + FireButtonEvent(listeners[i], listenerGamepad, aButton, aValue); + } + } + } +} + +void +GamepadManager::FireButtonEvent(EventTarget* aTarget, + Gamepad* aGamepad, + uint32_t aButton, + double aValue) +{ + nsString name = aValue == 1.0L ? NS_LITERAL_STRING("gamepadbuttondown") : + NS_LITERAL_STRING("gamepadbuttonup"); + GamepadButtonEventInit init; + init.mBubbles = false; + init.mCancelable = false; + init.mGamepad = aGamepad; + init.mButton = aButton; + RefPtr<GamepadButtonEvent> event = + GamepadButtonEvent::Constructor(aTarget, name, init); + + event->SetTrusted(true); + + bool defaultActionEnabled = true; + aTarget->DispatchEvent(event, &defaultActionEnabled); +} + +void +GamepadManager::NewAxisMoveEvent(uint32_t aIndex, GamepadServiceType aServiceType, + uint32_t aAxis, double aValue) +{ + if (mShuttingDown) { + return; + } + + uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType); + + RefPtr<Gamepad> gamepad = GetGamepad(newIndex); + if (!gamepad) { + return; + } + gamepad->SetAxis(aAxis, aValue); + + // Hold on to listeners in a separate array because firing events + // can mutate the mListeners array. + nsTArray<RefPtr<nsGlobalWindow>> listeners(mListeners); + MOZ_ASSERT(!listeners.IsEmpty()); + + for (uint32_t i = 0; i < listeners.Length(); i++) { + + MOZ_ASSERT(listeners[i]->IsInnerWindow()); + + // Only send events to non-background windows + if (!listeners[i]->AsInner()->IsCurrentInnerWindow() || + listeners[i]->GetOuterWindow()->IsBackground()) { + continue; + } + + bool firstTime = MaybeWindowHasSeenGamepad(listeners[i], newIndex); + + RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(newIndex); + if (listenerGamepad) { + listenerGamepad->SetAxis(aAxis, aValue); + if (firstTime) { + FireConnectionEvent(listeners[i], listenerGamepad, true); + } + if (mNonstandardEventsEnabled) { + // Fire event + FireAxisMoveEvent(listeners[i], listenerGamepad, aAxis, aValue); + } + } + } +} + +void +GamepadManager::FireAxisMoveEvent(EventTarget* aTarget, + Gamepad* aGamepad, + uint32_t aAxis, + double aValue) +{ + GamepadAxisMoveEventInit init; + init.mBubbles = false; + init.mCancelable = false; + init.mGamepad = aGamepad; + init.mAxis = aAxis; + init.mValue = aValue; + RefPtr<GamepadAxisMoveEvent> event = + GamepadAxisMoveEvent::Constructor(aTarget, + NS_LITERAL_STRING("gamepadaxismove"), + init); + + event->SetTrusted(true); + + bool defaultActionEnabled = true; + aTarget->DispatchEvent(event, &defaultActionEnabled); +} + +void +GamepadManager::NewPoseEvent(uint32_t aIndex, GamepadServiceType aServiceType, + const GamepadPoseState& aPose) +{ + if (mShuttingDown) { + return; + } + + uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType); + + RefPtr<Gamepad> gamepad = GetGamepad(newIndex); + if (!gamepad) { + return; + } + gamepad->SetPose(aPose); + + // Hold on to listeners in a separate array because firing events + // can mutate the mListeners array. + nsTArray<RefPtr<nsGlobalWindow>> listeners(mListeners); + MOZ_ASSERT(!listeners.IsEmpty()); + + for (uint32_t i = 0; i < listeners.Length(); i++) { + + MOZ_ASSERT(listeners[i]->IsInnerWindow()); + + // Only send events to non-background windows + if (!listeners[i]->AsInner()->IsCurrentInnerWindow() || + listeners[i]->GetOuterWindow()->IsBackground()) { + continue; + } + + bool firstTime = MaybeWindowHasSeenGamepad(listeners[i], newIndex); + + RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(newIndex); + if (listenerGamepad) { + listenerGamepad->SetPose(aPose); + if (firstTime) { + FireConnectionEvent(listeners[i], listenerGamepad, true); + } + } + } +} + +void +GamepadManager::NewConnectionEvent(uint32_t aIndex, bool aConnected) +{ + if (mShuttingDown) { + return; + } + + RefPtr<Gamepad> gamepad = GetGamepad(aIndex); + if (!gamepad) { + return; + } + + // Hold on to listeners in a separate array because firing events + // can mutate the mListeners array. + nsTArray<RefPtr<nsGlobalWindow>> listeners(mListeners); + MOZ_ASSERT(!listeners.IsEmpty()); + + if (aConnected) { + for (uint32_t i = 0; i < listeners.Length(); i++) { + + MOZ_ASSERT(listeners[i]->IsInnerWindow()); + + // Only send events to non-background windows + if (!listeners[i]->AsInner()->IsCurrentInnerWindow() || + listeners[i]->GetOuterWindow()->IsBackground()) { + continue; + } + + // We don't fire a connected event here unless the window + // has seen input from at least one device. + if (!listeners[i]->HasSeenGamepadInput()) { + continue; + } + + SetWindowHasSeenGamepad(listeners[i], aIndex); + + RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(aIndex); + if (listenerGamepad) { + // Fire event + FireConnectionEvent(listeners[i], listenerGamepad, aConnected); + } + } + } else { + // For disconnection events, fire one at every window that has received + // data from this gamepad. + for (uint32_t i = 0; i < listeners.Length(); i++) { + + // Even background windows get these events, so we don't have to + // deal with the hassle of syncing the state of removed gamepads. + + if (WindowHasSeenGamepad(listeners[i], aIndex)) { + RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(aIndex); + if (listenerGamepad) { + listenerGamepad->SetConnected(false); + // Fire event + FireConnectionEvent(listeners[i], listenerGamepad, false); + listeners[i]->RemoveGamepad(aIndex); + } + } + } + } +} + +void +GamepadManager::FireConnectionEvent(EventTarget* aTarget, + Gamepad* aGamepad, + bool aConnected) +{ + nsString name = aConnected ? NS_LITERAL_STRING("gamepadconnected") : + NS_LITERAL_STRING("gamepaddisconnected"); + GamepadEventInit init; + init.mBubbles = false; + init.mCancelable = false; + init.mGamepad = aGamepad; + RefPtr<GamepadEvent> event = + GamepadEvent::Constructor(aTarget, name, init); + + event->SetTrusted(true); + + bool defaultActionEnabled = true; + aTarget->DispatchEvent(event, &defaultActionEnabled); +} + +void +GamepadManager::SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad) +{ + if (mShuttingDown || !mEnabled) { + return; + } + + RefPtr<Gamepad> gamepad = GetGamepad(aIndex); + if (!gamepad) { + return; + } + + aGamepad->SyncState(gamepad); +} + +// static +bool +GamepadManager::IsServiceRunning() +{ + return !!gGamepadManagerSingleton; +} + +// static +already_AddRefed<GamepadManager> +GamepadManager::GetService() +{ + if (sShutdown) { + return nullptr; + } + + if (!gGamepadManagerSingleton) { + RefPtr<GamepadManager> manager = new GamepadManager(); + nsresult rv = manager->Init(); + if(NS_WARN_IF(NS_FAILED(rv))) { + return nullptr; + } + gGamepadManagerSingleton = manager; + ClearOnShutdown(&gGamepadManagerSingleton); + } + + RefPtr<GamepadManager> service(gGamepadManagerSingleton); + return service.forget(); +} + +// static +bool +GamepadManager::IsAPIEnabled() { + return Preferences::GetBool(kGamepadEnabledPref, false); +} + +bool +GamepadManager::MaybeWindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex) +{ + if (!WindowHasSeenGamepad(aWindow, aIndex)) { + // This window hasn't seen this gamepad before, so + // send a connection event first. + SetWindowHasSeenGamepad(aWindow, aIndex); + return true; + } + return false; +} + +bool +GamepadManager::WindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex) const +{ + RefPtr<Gamepad> gamepad = aWindow->GetGamepad(aIndex); + return gamepad != nullptr; +} + +void +GamepadManager::SetWindowHasSeenGamepad(nsGlobalWindow* aWindow, + uint32_t aIndex, + bool aHasSeen) +{ + MOZ_ASSERT(aWindow); + MOZ_ASSERT(aWindow->IsInnerWindow()); + + if (mListeners.IndexOf(aWindow) == NoIndex) { + // This window isn't even listening for gamepad events. + return; + } + + if (aHasSeen) { + aWindow->SetHasSeenGamepadInput(true); + nsCOMPtr<nsISupports> window = ToSupports(aWindow); + RefPtr<Gamepad> gamepad = GetGamepad(aIndex); + if (!gamepad) { + return; + } + RefPtr<Gamepad> clonedGamepad = gamepad->Clone(window); + aWindow->AddGamepad(aIndex, clonedGamepad); + } else { + aWindow->RemoveGamepad(aIndex); + } +} + +void +GamepadManager::Update(const GamepadChangeEvent& aEvent) +{ + if (aEvent.type() == GamepadChangeEvent::TGamepadAdded) { + const GamepadAdded& a = aEvent.get_GamepadAdded(); + AddGamepad(a.index(), a.id(), + static_cast<GamepadMappingType>(a.mapping()), + a.service_type(), + a.num_buttons(), a.num_axes()); + return; + } + if (aEvent.type() == GamepadChangeEvent::TGamepadRemoved) { + const GamepadRemoved& a = aEvent.get_GamepadRemoved(); + RemoveGamepad(a.index(), a.service_type()); + return; + } + if (aEvent.type() == GamepadChangeEvent::TGamepadButtonInformation) { + const GamepadButtonInformation& a = aEvent.get_GamepadButtonInformation(); + NewButtonEvent(a.index(), a.service_type(), a.button(), + a.pressed(), a.value()); + return; + } + if (aEvent.type() == GamepadChangeEvent::TGamepadAxisInformation) { + const GamepadAxisInformation& a = aEvent.get_GamepadAxisInformation(); + NewAxisMoveEvent(a.index(), a.service_type(), a.axis(), a.value()); + return; + } + if (aEvent.type() == GamepadChangeEvent::TGamepadPoseInformation) { + const GamepadPoseInformation& a = aEvent.get_GamepadPoseInformation(); + NewPoseEvent(a.index(), a.service_type(), a.pose_state()); + return; + } + + MOZ_CRASH("We shouldn't be here!"); + +} + +//Override nsIIPCBackgroundChildCreateCallback +void +GamepadManager::ActorCreated(PBackgroundChild *aActor) +{ + MOZ_ASSERT(aActor); + GamepadEventChannelChild *child = new GamepadEventChannelChild(); + PGamepadEventChannelChild *initedChild = + aActor->SendPGamepadEventChannelConstructor(child); + if (NS_WARN_IF(!initedChild)) { + ActorFailed(); + return; + } + MOZ_ASSERT(initedChild == child); + child->SendGamepadListenerAdded(); + mChannelChildren.AppendElement(child); + +#if defined(XP_WIN) || defined(XP_MACOSX) || defined(XP_LINUX) + // Construct VRManagerChannel and ask adding the connected + // VR controllers to GamepadManager + mVRChannelChild = gfx::VRManagerChild::Get(); + mVRChannelChild->SendControllerListenerAdded(); +#endif +} + +//Override nsIIPCBackgroundChildCreateCallback +void +GamepadManager::ActorFailed() +{ + MOZ_CRASH("Gamepad IPC actor create failed!"); +} + +} // namespace dom +} // namespace mozilla |